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how to measure that your system and VGA will have bottle neck

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#1
maybe its kinda general issue when VGA go faster than processor so it will increase the chance your systems bottle neck, how to calculate your system so it wont be bottleneck when youre put new VGA on that
:toast:
 

erocker

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#2
It works like any other steps in overclocking. Run a few benchmarks/games and note the FPS. Leave the GPU where it is and overclock CPU/NB/RAM a bit, test again.
 
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#3
It works like any other steps in overclocking. Run a few benchmarks/games and note the FPS. Leave the GPU where it is and overclock CPU/NB/RAM a bit, test again.
o.. I think it could calculate from fsb + clock, RAM size or something then matched with VGA clock, shader, RAM, size or something.
Btw thnx for info
 
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#4
you dont have a bottle neck at 3.8Ghz with most cards, many people with experience say this.

Im at 4.1Ghz Now and i know potentially well im not bottle necking a GTX 470

Anything 3.8Ghz wont get a bottle neck with any card, simple math.
 

Graogrim

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#5
Bottlenecks exist in every system that falls short of infinite performance. They'll vary depending on the application you choose, but the easiest way to determine whether your video card specifically is your system's current bottleneck is to vary the display resolution of that app. If your framerate stays the same or very close to the same across all resolutions, low to high, then you are in some way system-bound (usually CPU, though sometimes the bottleneck can be an artifact of memory availability or the like). If your framerate drops substantially at higher resolutions then you are gpu bound. If your framerate stays locked at your refresh rate, then the bottleneck is your monitor.

As different applications will stress varying portions of your system, there's no single piece of math that will tell you ahead of time exactly where the tipping point will be. Some apps stress fillrate. Others geometry. Still others, shading. For many the proportions of hardware demand will vary depending on the preferences you specify. Toggling physics, tessellation, AA, shadows, ambient occlusion, vsync, etc can each have the potential to shift the bottleneck around. But it will always be there. Always.